Add Valleys mapgen.
authorDuane Robertson <duane@duanerobertson.com>
Thu, 14 Jan 2016 03:57:02 +0000 (21:57 -0600)
committerparamat <mat.gregory@virginmedia.com>
Thu, 14 Jan 2016 05:04:29 +0000 (05:04 +0000)
build/android/jni/Android.mk
builtin/settingtypes.txt
minetest.conf.example
src/CMakeLists.txt
src/emerge.cpp
src/mapgen_valleys.cpp [new file with mode: 0644]
src/mapgen_valleys.h [new file with mode: 0644]

index 435dfa3b86daebd1f1b4aa39d57e52c876e437ec..ff9d9ec4303ac67916297e8749bdbb5167efad87 100644 (file)
@@ -179,6 +179,7 @@ LOCAL_SRC_FILES :=                                \
                jni/src/mapgen_v5.cpp                     \
                jni/src/mapgen_v6.cpp                     \
                jni/src/mapgen_v7.cpp                     \
+               jni/src/mapgen_valleys.cpp                \
                jni/src/mapnode.cpp                       \
                jni/src/mapsector.cpp                     \
                jni/src/mesh.cpp                          \
index 06d4738087f69fb913643e2b0f1167134bc4984d..833890a3eb6c1dc7df12aa6338907ce6746d41a1 100644 (file)
@@ -1033,6 +1033,84 @@ mgfractal_np_filler_depth (Mapgen fractal filler depth noise parameters) noise_p
 mgfractal_np_cave1 (Mapgen fractal cave1 noise parameters) noise_params 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0
 mgfractal_np_cave2 (Mapgen fractal cave2 noise parameters) noise_params 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
 
+# Mapgen Valleys parameters
+[***Mapgen Valleys]
+
+# General parameters
+[****General]
+
+#    Map generation attributes specific to Mapgen Valleys.
+#    Flags that are not specified in the flag string are not modified from the default.
+#    Flags starting with "no" are used to explicitly disable them.
+#    "altitude_chill" makes higher elevations colder, which may cause biome issues.
+#    "fast" produces softer terrain, more quickly
+#    "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
+#    "rugged" and "cliffs" do nothing unless "fast" is enabled
+mg_valleys_spflags (Valleys C Flags) flags altitude_chill,cliffs,humid_rivers,nofast,rugged altitude_chill,noaltitude_chill,cliffs,nocliffs,fast,nofast,humid_rivers,nohumid_rivers,rugged,norugged
+
+# The altitude at which temperature drops by 20C
+mg_valleys_altitude_chill (Altitude Chill) int 90
+
+# Average humidity
+mg_valleys_humidity (Humidity) int 50
+
+# The highest humidity around rivers in otherwise dry areas
+mg_valleys_humidity_break_point (Humidity Break) int 65
+
+# Maximum altitude where lava can emerge
+mg_valleys_lava_max_height (Lava Height) int 0
+
+# Maximum altitude where water occurs in caves (and tends to fall out)
+mg_valleys_cave_water_max_height (Cave Water Height) int 31000
+
+# How deep to make rivers
+mg_valleys_river_depth (River Depth) int 4
+
+# How wide to make rivers
+mg_valleys_river_size (River Size) int 5
+
+# Average temperature
+mg_valleys_temperature (Temperature) int 50
+
+# How often water occurs in caves (0-10)
+mg_valleys_water_features (Water Features) int 3
+
+# Noise parameters
+[****Noises]
+
+# Cliff noise
+mg_valleys_np_cliffs (Cliffs) noise_params 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
+
+# Mountain corrugation
+mg_valleys_np_corr (Corrugation) noise_params 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
+
+# The depth of dirt or other filler
+mg_valleys_np_filler_depth (Filler Depth) noise_params 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
+
+# River noise -- rivers occur close to zero
+mg_valleys_np_rivers (River Noise) noise_params 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
+
+# Caves and tunnels form at the intersection of the two noises
+mg_valleys_np_simple_caves_1 (Simple Caves #1) noise_params 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
+
+# Caves and tunnels form at the intersection of the two noises
+mg_valleys_np_simple_caves_2 (Simple Caves #2) noise_params 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
+
+# Base terrain height
+mg_valleys_np_terrain_height (Terrain Height) noise_params -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
+
+# Raises terrain to make valleys around the rivers
+mg_valleys_np_valley_depth (Valley Depth) noise_params 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
+
+# Slope and fill work together to modify the heights
+mg_valleys_np_inter_valley_fill (Valley Fill) noise_params 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
+
+# Amplifies the valleys
+mg_valleys_np_valley_profile (Valley Profile) noise_params 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0
+
+# Slope and fill work together to modify the heights
+mg_valleys_np_inter_valley_slope (Valley Slope) noise_params 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
+
 [*Security]
 
 #    Prevent mods from doing insecure things like running shell commands.
index bea9b4ac327f88b04e8b199dde8a2bd4bda9a5f1..b95b32eea7f30527e20abf4b04cff9c91a3f8b35 100644 (file)
 #    type: noise_params
 # mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
 
+#### Mapgen Valleys
+
+#mg_valleys_spflags = altitude_chill,cliffs,humid_rivers,nofast,rugged
+#    "altitude_chill" makes higher elevations colder, which may cause biome issues.
+#    "fast" produces softer terrain, more quickly
+#    "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
+#    "rugged" and "cliffs" do nothing unless "fast" is enabled
+#
+#mg_valleys_altitude_chill = 90  # the altitude at which temperature drops by 20C
+#mg_valleys_cave_water_max_height = 31000   # max altitude of water in caves
+#mg_valleys_humidity = 50        # the average humidity
+#mg_valleys_humidity_break_point = 65        # The highest humidity around rivers in otherwise dry areas
+#mg_valleys_lava_max_height = 0  # maximum altitude of lava
+#mg_valleys_river_depth = 4      # how deep to make rivers
+#mg_valleys_river_size = 5       # how wide to make rivers
+#mg_valleys_temperature = 50     # the average temperature
+#mg_valleys_water_features = 3   # how often water occurs in caves (0-10)
+#
+#mg_valleys_np_cliffs = 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
+#mg_valleys_np_corr = 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
+#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
+#
+# River noise -- rivers occur close to zero
+#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
+#
+#mg_valleys_np_simple_caves_1 = 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
+#mg_valleys_np_simple_caves_2 = 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
+#
+# Base terrain height
+#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
+#
+# Raises terrain to make valleys around the rivers
+#mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
+#
+# Slope and fill work together to modify the heights
+#mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
+#mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
+#
+# Amplifies the valleys
+#mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0
+
 ## Security
 
 #    Prevent mods from doing insecure things like running shell commands.
index 6256a850402f5e68033fba1735399fd4a4d53cf6..0b84ff85aaaa80fb8badf357778df67817367730 100644 (file)
@@ -388,6 +388,7 @@ set(common_SRCS
        mapgen_v5.cpp
        mapgen_v6.cpp
        mapgen_v7.cpp
+       mapgen_valleys.cpp
        mapnode.cpp
        mapsector.cpp
        mg_biome.cpp
index 157be2e64405b1bb5485a94bc7cb01f2a7bfbd09..b188a7f413986e2b4022fca838836f8c1a28d1cf 100644 (file)
@@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen_v5.h"
 #include "mapgen_v6.h"
 #include "mapgen_v7.h"
+#include "mapgen_valleys.h"
 #include "mapgen_singlenode.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
@@ -108,6 +109,7 @@ MapgenDesc g_reg_mapgens[] = {
        {"v7",         new MapgenFactoryV7,         true},
        {"flat",       new MapgenFactoryFlat,       true},
        {"fractal",    new MapgenFactoryFractal,    true},
+       {"valleys",    new MapgenFactoryValleys,    true},
        {"singlenode", new MapgenFactorySinglenode, false},
 };
 
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
new file mode 100644 (file)
index 0000000..c14ceb5
--- /dev/null
@@ -0,0 +1,983 @@
+/*
+Minetest Valleys C
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
+
+Based on Valleys Mapgen by Gael de Sailly
+ (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
+and mapgen_v7 by kwolekr and paramat.
+
+Licensing changed by permission of Gael de Sailly.
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "voxelalgorithms.h"
+#include "settings.h" // For g_settings
+#include "emerge.h"
+#include "dungeongen.h"
+#include "treegen.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
+#include "mapgen_valleys.h"
+
+//#undef NDEBUG
+//#include "assert.h"
+
+//#include "util/timetaker.h"
+//#include "profiler.h"
+
+
+//static Profiler mapgen_prof;
+//Profiler *mapgen_profiler = &mapgen_prof;
+
+static FlagDesc flagdesc_mapgen_valleys[] = {
+       {"altitude_chill",  MG_VALLEYS_ALT_CHILL},
+       {"cliffs",          MG_VALLEYS_CLIFFS},
+       {"fast",            MG_VALLEYS_FAST},
+       {"humid_rivers",    MG_VALLEYS_HUMID_RIVERS},
+       {"rugged",          MG_VALLEYS_RUGGED},
+       {NULL,              0}
+};
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+       : Mapgen(mapgenid, params, emerge)
+{
+       this->m_emerge = emerge;
+       this->bmgr = emerge->biomemgr;
+
+       //// amount of elements to skip for the next index
+       //// for noise/height/biome maps (not vmanip)
+       this->ystride = csize.X;
+       this->zstride = csize.X * (csize.Y + 2);
+
+       this->biomemap  = new u8[csize.X * csize.Z];
+       this->heightmap = new s16[csize.X * csize.Z];
+       this->heatmap   = NULL;
+       this->humidmap  = NULL;
+
+       MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
+       this->spflags = sp->spflags;
+
+       this->cliff_terrain      = (spflags & MG_VALLEYS_CLIFFS);
+       this->fast_terrain       = (spflags & MG_VALLEYS_FAST);
+       this->humid_rivers       = (spflags & MG_VALLEYS_HUMID_RIVERS);
+       this->rugged_terrain     = (spflags & MG_VALLEYS_RUGGED);
+       this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
+
+       this->altitude_chill        = sp->altitude_chill;
+       this->cave_water_max_height = sp->cave_water_max_height;
+       this->humidity_adjust       = sp->humidity - 50.f;
+       this->humidity_break_point  = sp->humidity_break_point;
+       this->lava_max_height       = sp->lava_max_height;
+       this->river_depth           = sp->river_depth + 1.f;
+       this->river_size            = sp->river_size / 100.f;
+       this->temperature_adjust    = sp->temperature - 50.f;
+       this->water_features        = MYMAX(1, MYMIN(11, 11 - sp->water_features));
+
+       //// 2D Terrain noise
+       noise_cliffs             = new Noise(&sp->np_cliffs,             seed, csize.X, csize.Z);
+       noise_corr               = new Noise(&sp->np_corr,               seed, csize.X, csize.Z);
+       noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
+       noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
+       noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
+       noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
+       noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
+       noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
+
+       if (this->fast_terrain)
+               noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
+
+       //// 3D Terrain noise
+       noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
+
+       if (!this->fast_terrain)
+               noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+
+       //// Biome noise
+       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
+       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
+       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
+       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
+
+       //// Resolve nodes to be used
+       INodeDefManager *ndef = emerge->ndef;
+
+       c_cobble               = ndef->getId("mapgen_cobble");
+       c_desert_stone         = ndef->getId("mapgen_desert_stone");
+       c_dirt                 = ndef->getId("mapgen_dirt");
+       c_lava_source          = ndef->getId("mapgen_lava_source");
+       c_mossycobble          = ndef->getId("mapgen_mossycobble");
+       c_river_water_source   = ndef->getId("mapgen_river_water_source");
+       c_sand                 = ndef->getId("mapgen_sand");
+       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
+       c_sandstone            = ndef->getId("mapgen_sandstone");
+       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
+       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+       c_stone                = ndef->getId("mapgen_stone");
+       c_water_source         = ndef->getId("mapgen_water_source");
+
+       if (c_mossycobble == CONTENT_IGNORE)
+               c_mossycobble = c_cobble;
+       if (c_river_water_source == CONTENT_IGNORE)
+               c_river_water_source = c_water_source;
+       if (c_sand == CONTENT_IGNORE)
+               c_sand = c_stone;
+       if (c_sandstonebrick == CONTENT_IGNORE)
+               c_sandstonebrick = c_sandstone;
+       if (c_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_stair_sandstonebrick == CONTENT_IGNORE)
+               c_stair_sandstonebrick = c_sandstone;
+}
+
+
+MapgenValleys::~MapgenValleys()
+{
+       delete noise_cliffs;
+       delete noise_corr;
+       delete noise_filler_depth;
+       delete noise_heat;
+       delete noise_heat_blend;
+       delete noise_humidity;
+       delete noise_humidity_blend;
+       delete noise_inter_valley_fill;
+       delete noise_inter_valley_slope;
+       delete noise_rivers;
+       delete noise_simple_caves_1;
+       delete noise_simple_caves_2;
+       delete noise_terrain_height;
+       delete noise_valley_depth;
+       delete noise_valley_profile;
+
+       delete[] heightmap;
+       delete[] biomemap;
+}
+
+
+MapgenValleysParams::MapgenValleysParams()
+{
+       spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
+                       | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
+
+       altitude_chill         =  90; // The altitude at which temperature drops by 20C.
+       // Water in caves will never be higher than this.
+       cave_water_max_height  =  MAX_MAP_GENERATION_LIMIT;
+       humidity               =  50;
+       // the maximum humidity around rivers in otherwise dry areas
+       humidity_break_point   =  65;
+       lava_max_height        =  0;  // Lava will never be higher than this.
+       river_depth            =  4;  // How deep to carve river channels.
+       river_size             =  5;  // How wide to make rivers.
+       temperature            =  50;
+       water_features         =  3;  // How often water will occur in caves.
+
+       np_cliffs             = NoiseParams(0.f,   1.f,  v3f(750,  750,  750),  8445,  5, 1.f,  2.f);
+       np_corr               = NoiseParams(0.f,   1.f,  v3f(40,   40,   40),   -3536, 4, 1.f,  2.f);
+       np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f, 2.f);
+       np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f, 2.f);
+       np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,  2.f);
+       np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f, 2.f);
+       np_simple_caves_1     = NoiseParams(0.f,   1.f,  v3f(64,   64,   64),   -8402, 3, 0.5f, 2.f);
+       np_simple_caves_2     = NoiseParams(0.f,   1.f,  v3f(64,   64,   64),   3944,  3, 0.5f, 2.f);
+       np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f, 2.f);
+       np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,  2.f);
+       np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,  2.f);
+       }
+
+
+void MapgenValleysParams::readParams(const Settings *settings)
+{
+       settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
+
+       settings->getU16NoEx("mg_valleys_altitude_chill",        altitude_chill);
+       settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
+       settings->getS16NoEx("mg_valleys_humidity",              humidity);
+       settings->getS16NoEx("mg_valleys_humidity_break_point",  humidity_break_point);
+       settings->getS16NoEx("mg_valleys_lava_max_height",       lava_max_height);
+       settings->getU16NoEx("mg_valleys_river_depth",           river_depth);
+       settings->getU16NoEx("mg_valleys_river_size",            river_size);
+       settings->getS16NoEx("mg_valleys_temperature",           temperature);
+       settings->getU16NoEx("mg_valleys_water_features",        water_features);
+
+       settings->getNoiseParams("mg_valleys_np_cliffs",             np_cliffs);
+       settings->getNoiseParams("mg_valleys_np_corr",               np_corr);
+       settings->getNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
+       settings->getNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->getNoiseParams("mg_valleys_np_rivers",             np_rivers);
+       settings->getNoiseParams("mg_valleys_np_simple_caves_1",     np_simple_caves_1);
+       settings->getNoiseParams("mg_valleys_np_simple_caves_2",     np_simple_caves_2);
+       settings->getNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
+       settings->getNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
+       settings->getNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+}
+
+
+void MapgenValleysParams::writeParams(Settings *settings) const
+{
+       settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
+
+       settings->setU16("mg_valleys_altitude_chill",        altitude_chill);
+       settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
+       settings->setS16("mg_valleys_humidity",              humidity);
+       settings->setS16("mg_valleys_humidity_break_point",  humidity_break_point);
+       settings->setS16("mg_valleys_lava_max_height",       lava_max_height);
+       settings->setU16("mg_valleys_river_depth",           river_depth);
+       settings->setU16("mg_valleys_river_size",            river_size);
+       settings->setS16("mg_valleys_temperature",           temperature);
+       settings->setU16("mg_valleys_water_features",        water_features);
+
+       settings->setNoiseParams("mg_valleys_np_cliffs",             np_cliffs);
+       settings->setNoiseParams("mg_valleys_np_corr",               np_corr);
+       settings->setNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
+       settings->setNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->setNoiseParams("mg_valleys_np_rivers",             np_rivers);
+       settings->setNoiseParams("mg_valleys_np_simple_caves_1",     np_simple_caves_1);
+       settings->setNoiseParams("mg_valleys_np_simple_caves_2",     np_simple_caves_2);
+       settings->setNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
+       settings->setNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
+       settings->setNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+}
+
+
+///////////////////////////////////////
+
+
+void MapgenValleys::makeChunk(BlockMakeData *data)
+{
+       // Pre-conditions
+       assert(data->vmanip);
+       assert(data->nodedef);
+       assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
+       assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+       this->generating = true;
+       this->vm   = data->vmanip;
+       this->ndef = data->nodedef;
+
+       //TimeTaker t("makeChunk");
+
+       v3s16 blockpos_min = data->blockpos_min;
+       v3s16 blockpos_max = data->blockpos_max;
+       node_min = blockpos_min * MAP_BLOCKSIZE;
+       node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+       full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+       full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+
+       blockseed = getBlockSeed2(full_node_min, seed);
+
+       // Generate noise maps and base terrain height.
+       calculateNoise();
+
+       // Generate base terrain with initial heightmaps
+       s16 stone_surface_max_y = generateTerrain();
+
+       // Create biomemap at heightmap surface
+       bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+
+       // Actually place the biome-specific nodes
+       MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+
+       // Cave creation.
+       if (flags & MG_CAVES)
+               generateSimpleCaves(stone_surface_max_y);
+
+       // Dungeon creation
+       if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
+               DungeonParams dp;
+
+               dp.np_rarity  = nparams_dungeon_rarity;
+               dp.np_density = nparams_dungeon_density;
+               dp.np_wetness = nparams_dungeon_wetness;
+               dp.c_water    = c_water_source;
+               if (stone_type == STONE) {
+                       dp.c_cobble = c_cobble;
+                       dp.c_moss   = c_mossycobble;
+                       dp.c_stair  = c_stair_cobble;
+
+                       dp.diagonal_dirs = false;
+                       dp.mossratio     = 3.f;
+                       dp.holesize      = v3s16(1, 2, 1);
+                       dp.roomsize      = v3s16(0, 0, 0);
+                       dp.notifytype    = GENNOTIFY_DUNGEON;
+               } else if (stone_type == DESERT_STONE) {
+                       dp.c_cobble = c_desert_stone;
+                       dp.c_moss   = c_desert_stone;
+                       dp.c_stair  = c_desert_stone;
+
+                       dp.diagonal_dirs = true;
+                       dp.mossratio     = 0.f;
+                       dp.holesize      = v3s16(2, 3, 2);
+                       dp.roomsize      = v3s16(2, 5, 2);
+                       dp.notifytype    = GENNOTIFY_TEMPLE;
+               } else if (stone_type == SANDSTONE) {
+                       dp.c_cobble = c_sandstonebrick;
+                       dp.c_moss   = c_sandstonebrick;
+                       dp.c_stair  = c_sandstonebrick;
+
+                       dp.diagonal_dirs = false;
+                       dp.mossratio     = 0.f;
+                       dp.holesize      = v3s16(2, 2, 2);
+                       dp.roomsize      = v3s16(2, 0, 2);
+                       dp.notifytype    = GENNOTIFY_DUNGEON;
+               }
+
+               DungeonGen dgen(this, &dp);
+               dgen.generate(blockseed, full_node_min, full_node_max);
+       }
+
+       // Generate the registered decorations
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
+       // Generate the registered ores
+       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
+       // Sprinkle some dust on top after everything else was generated
+       dustTopNodes();
+
+       //TimeTaker tll("liquid_lighting");
+
+       updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+       if (flags & MG_LIGHT)
+               calcLighting(
+                               node_min - v3s16(0, 1, 0), 
+                               node_max + v3s16(0, 1, 0), 
+                               full_node_min, 
+                               full_node_max);
+
+       //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
+       //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
+
+       this->generating = false;
+}
+
+
+// Populate the noise tables and do most of the
+// calculation necessary to determine terrain height.
+void MapgenValleys::calculateNoise()
+{
+       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+
+       int x = node_min.X;
+       int y = node_min.Y - 1;
+       int z = node_min.Z;
+
+       //TimeTaker tcn("actualNoise");
+
+       noise_filler_depth->perlinMap2D(x, z);
+       noise_heat_blend->perlinMap2D(x, z);
+       noise_heat->perlinMap2D(x, z);
+       noise_humidity_blend->perlinMap2D(x, z);
+       noise_humidity->perlinMap2D(x, z);
+       noise_inter_valley_slope->perlinMap2D(x, z);
+       noise_rivers->perlinMap2D(x, z);
+       noise_terrain_height->perlinMap2D(x, z);
+       noise_valley_depth->perlinMap2D(x, z);
+       noise_valley_profile->perlinMap2D(x, z);
+
+       if (fast_terrain) {
+               // Make this 2D for speed, if requested.
+               noise_inter_valley_fill->perlinMap2D(x, z);
+
+               if (cliff_terrain)
+                       noise_cliffs->perlinMap2D(x, z);
+               if (rugged_terrain)
+                       noise_corr->perlinMap2D(x, z);
+       } else {
+               noise_inter_valley_fill->perlinMap3D(x, y, z);
+       }
+
+       if (flags & MG_CAVES) {
+               noise_simple_caves_1->perlinMap3D(x, y, z);
+               noise_simple_caves_2->perlinMap3D(x, y, z);
+       }
+
+       //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
+
+       for (s32 index = 0; index < csize.X * csize.Z; index++) {
+               noise_heat->result[index] += noise_heat_blend->result[index];
+               noise_heat->result[index] += temperature_adjust;
+               noise_humidity->result[index] += noise_humidity_blend->result[index];
+       }
+
+       TerrainNoise tn;
+
+       u32 index = 0;
+       for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
+       for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
+               // The parameters that we actually need to generate terrain
+               //  are passed by address (and the return value).
+               tn.terrain_height = noise_terrain_height->result[index];
+               // River noise is replaced with base terrain, which
+               // is basically the height of the water table.
+               tn.rivers = &noise_rivers->result[index];
+               // Valley depth noise is replaced with the valley
+               // number that represents the height of terrain
+               // over rivers and is used to determine about
+               // how close a river is for humidity calculation.
+               tn.valley = &noise_valley_depth->result[index];
+               tn.valley_profile = noise_valley_profile->result[index];
+               // Slope noise is replaced by the calculated slope
+               // which is used to get terrain height in the slow
+               // method, to create sharper mountains.
+               tn.slope = &noise_inter_valley_slope->result[index];
+               tn.inter_valley_fill = noise_inter_valley_fill->result[index];
+               tn.cliffs = noise_cliffs->result[index];
+               tn.corr = noise_corr->result[index];
+
+               // This is the actual terrain height.
+               float mount = terrainLevelFromNoise(&tn);
+               noise_terrain_height->result[index] = mount;
+
+               if (fast_terrain) {
+                       // Assign humidity adjusted by water proximity.
+                       // I can't think of a reason why a mod would expect base humidity
+                       //  from noise or at any altitude other than ground level.
+                       noise_humidity->result[index] = humidityByTerrain(
+                                       noise_humidity->result[index],
+                                       mount,
+                                       noise_rivers->result[index],
+                                       noise_valley_depth->result[index]);
+
+                       // Assign heat adjusted by altitude. See humidity, above.
+                       if (use_altitude_chill && mount > 0.f)
+                               noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
+               }
+       }
+
+       heatmap = noise_heat->result;
+       humidmap = noise_humidity->result;
+}
+
+
+// This keeps us from having to maintain two similar sets of
+//  complicated code to determine ground level.
+float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
+{
+       float inter_valley_slope = *tn->slope;
+
+       // The square function changes the behaviour of this noise:
+       //  very often small, and sometimes very high.
+       float valley_d = pow(*tn->valley, 2);
+
+       // valley_d is here because terrain is generally higher where valleys
+       //  are deep (mountains). base represents the height of the
+       //  rivers, most of the surface is above.
+       float base = tn->terrain_height + valley_d;
+
+       // "river" represents the distance from the river, in arbitrary units.
+       float river = fabs(*tn->rivers) - river_size;
+
+       // Use the curve of the function 1−exp(−(x/a)²) to model valleys.
+       //  Making "a" vary (0 < a â‰¤ 1) changes the shape of the valleys.
+       //  Try it with a geometry software !
+       //   (here x = "river" and a = valley_profile).
+       //  "valley" represents the height of the terrain, from the rivers.
+       *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
+
+       // approximate height of the terrain at this point
+       float mount = base + *tn->valley;
+
+       *tn->slope *= *tn->valley;
+
+       // Rivers are placed where "river" is negative, so where the original
+       //  noise value is close to zero.
+       // Base ground is returned as rivers since it's basically the water table.
+       *tn->rivers = base;
+       if (river < 0.f) {
+               // Use the the function âˆ’sqrt(1−x²) which models a circle.
+               float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
+
+               // base - depth : height of the bottom of the river
+               // water_level - 2 : don't make rivers below 2 nodes under the surface
+               u16 min_bottom = 2;
+               if (!fast_terrain)
+                       min_bottom = 6;
+               mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
+
+               // Slope has no influence on rivers.
+               *tn->slope = 0.f;
+       }
+
+       if (fast_terrain) {
+               // The penultimate step builds up the heights, but we reduce it 
+               //  occasionally to create cliffs.
+               float delta = sin(tn->inter_valley_fill) * *tn->slope;
+               if (cliff_terrain && tn->cliffs >= 0.2f)
+                       mount += delta * 0.66f;
+               else
+                       mount += delta;
+
+               // Use yet another noise to make the heights look more rugged.
+               if (rugged_terrain 
+                               && mount > water_level 
+                               && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
+                       mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
+       }
+
+       return mount;
+}
+
+
+// This avoids duplicating the code in terrainLevelFromNoise, adding
+// only the final step of terrain generation without a noise map.
+float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
+{
+       float mount = terrainLevelFromNoise(tn);
+
+       if (!fast_terrain) {
+               for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
+                       float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
+
+                       if (fill * *tn->slope <= y - mount) {
+                               mount = fmax(y - 1, mount);
+                               break;
+                       }
+               }
+       }
+
+       return mount;
+}
+
+
+float MapgenValleys::humidityByTerrain(
+               float humidity_base, 
+               float mount, 
+               float rivers, 
+               float valley)
+{
+       // Although the original valleys adjusts humidity by distance
+       // from seawater, this causes problems with the default biomes.
+       // Adjust only by freshwater proximity.
+       float humidity = humidity_base + humidity_adjust;
+
+       if (humid_rivers && mount > water_level) {
+               // Offset to make everything average the same.
+               humidity -= (humidity_break_point - humidity_adjust) / 3.f;
+
+               // This method is from the original lua.
+               float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
+               // This adds humidity next to rivers and lakes.
+               float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
+               // Combine the two.
+               float water = water_table + (1.f - water_table) * river_water;
+               humidity = fmax(humidity, (humidity_break_point * water));
+       }
+
+       return humidity;
+}
+
+
+inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
+{
+       // Base terrain calculation
+       return terrainLevelAtPoint(p.X, p.Y);
+}
+
+
+float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
+{
+       TerrainNoise tn;
+
+       float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
+       float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
+       float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
+
+       tn.x = x;
+       tn.z = z;
+       tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
+       tn.rivers = &rivers;
+       tn.valley = &valley;
+       tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
+       tn.slope = &inter_valley_slope;
+       tn.inter_valley_fill = 0.f;
+       tn.cliffs = 0.f;
+       tn.corr = 0.f;
+
+       if (fast_terrain) {
+               tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
+
+               if (cliff_terrain)
+                       tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
+               if (rugged_terrain)
+                       tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
+       }
+
+       return adjustedTerrainLevelFromNoise(&tn);
+}
+
+
+int MapgenValleys::generateTerrain()
+{
+       MapNode n_air(CONTENT_AIR);
+       MapNode n_river_water(c_river_water_source);
+       MapNode n_sand(c_sand);
+       MapNode n_stone(c_stone);
+       MapNode n_water(c_water_source);
+
+       v3s16 em = vm->m_area.getExtent();
+       s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+       u32 index_2d = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+               s16 river_y = round(noise_rivers->result[index_2d]);
+               s16 surface_y = round(noise_terrain_height->result[index_2d]);
+               float slope = noise_inter_valley_slope->result[index_2d];
+
+               heightmap[index_2d] = surface_y;
+
+               if (surface_y > surface_max_y)
+                       surface_max_y = surface_y;
+
+               u32 index_3d = 0;
+               if (!fast_terrain)
+                       index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+
+               u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
+
+               // Mapgens concern themselves with stone and water.
+               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+                       float fill = 0.f;
+                       if (!fast_terrain)
+                               fill = noise_inter_valley_fill->result[index_3d];
+
+                       if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
+                               bool river = (river_y > surface_y);
+
+                               if (river && y == surface_y) {
+                                       // river bottom
+                                       vm->m_data[index_data] = n_sand;
+                               } else if ((fast_terrain || river) && y <= surface_y) {
+                                       // ground
+                                       vm->m_data[index_data] = n_stone;
+                               } else if (river && y < river_y) {
+                                       // river
+                                       vm->m_data[index_data] = n_river_water;
+                               } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
+                                       // ground (slow method)
+                                       vm->m_data[index_data] = n_stone;
+                                       heightmap[index_2d] = surface_max_y = y;
+                               } else if (y <= water_level) {
+                                       // sea
+                                       vm->m_data[index_data] = n_water;
+                               } else {
+                                       vm->m_data[index_data] = n_air;
+                               }
+                       }
+
+                       vm->m_area.add_y(em, index_data, 1);
+                       if (!fast_terrain)
+                               index_3d += ystride;
+               }
+
+               if (!fast_terrain) {
+                       // Assign the humidity adjusted by water proximity.
+                       noise_humidity->result[index_2d] = humidityByTerrain(
+                                       noise_humidity->result[index_2d], 
+                                       surface_max_y, 
+                                       noise_rivers->result[index_2d], 
+                                       noise_valley_depth->result[index_2d]);
+
+                       // Assign the heat adjusted by altitude. See humidity, above.
+                       if (use_altitude_chill && surface_max_y > 0)
+                               noise_heat->result[index_2d] 
+                                       *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
+               }
+       }
+
+       return surface_max_y;
+}
+
+
+MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
+{
+       v3s16 em = vm->m_area.getExtent();
+       u32 index = 0;
+       MgStoneType stone_type = STONE;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               Biome *biome = NULL;
+               u16 depth_top = 0;
+               u16 base_filler = 0;
+               u16 depth_water_top = 0;
+               u32 vi = vm->m_area.index(x, node_max.Y, z);
+
+               // Check node at base of mapchunk above, either a node of a previously
+               // generated mapchunk or if not, a node of overgenerated base terrain.
+               content_t c_above = vm->m_data[vi + em.X].getContent();
+               bool air_above = c_above == CONTENT_AIR;
+               bool water_above = (c_above == c_water_source);
+
+               // If there is air or water above enable top/filler placement, otherwise force
+               // nplaced to stone level by setting a number exceeding any possible filler depth.
+               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
+
+               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+                       content_t c = vm->m_data[vi].getContent();
+
+                       // Biome is recalculated each time an upper surface is detected while
+                       // working down a column. The selected biome then remains in effect for
+                       // all nodes below until the next surface and biome recalculation.
+                       // Biome is recalculated:
+                       // 1. At the surface of stone below air or water.
+                       // 2. At the surface of water below air.
+                       // 3. When stone or water is detected but biome has not yet been calculated.
+                       if ((c == c_stone && (air_above || water_above || !biome)) 
+                                       || ((c == c_water_source || c == c_river_water_source) 
+                                                       && (air_above || !biome))) {
+                               // Both heat and humidity have already been adjusted for altitude.
+                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+
+                               depth_top = biome->depth_top;
+                               base_filler = MYMAX(depth_top 
+                                               + biome->depth_filler 
+                                               + noise_filler_depth->result[index], 0.f);
+                               depth_water_top = biome->depth_water_top;
+
+                               // Detect stone type for dungeons during every biome calculation.
+                               // This is more efficient than detecting per-node and will not
+                               // miss any desert stone or sandstone biomes.
+                               if (biome->c_stone == c_desert_stone)
+                                       stone_type = DESERT_STONE;
+                               else if (biome->c_stone == c_sandstone)
+                                       stone_type = SANDSTONE;
+                       }
+
+                       if (c == c_stone) {
+                               content_t c_below = vm->m_data[vi - em.X].getContent();
+
+                               // If the node below isn't solid, make this node stone, so that
+                               // any top/filler nodes above are structurally supported.
+                               // This is done by aborting the cycle of top/filler placement
+                               // immediately by forcing nplaced to stone level.
+                               if (c_below == CONTENT_AIR 
+                                               || c_below == c_water_source 
+                                               || c_below == c_river_water_source)
+                                       nplaced = U16_MAX;
+
+                               if (nplaced < depth_top) {
+                                       vm->m_data[vi] = MapNode(biome->c_top);
+                                       nplaced++;
+                               } else if (nplaced < base_filler) {
+                                       vm->m_data[vi] = MapNode(biome->c_filler);
+                                       nplaced++;
+                               } else {
+                                       vm->m_data[vi] = MapNode(biome->c_stone);
+                               }
+
+                               air_above = false;
+                               water_above = false;
+                       } else if (c == c_water_source) {
+                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) 
+                                               ? biome->c_water_top : biome->c_water);
+                               nplaced = 0;  // Enable top/filler placement for next surface
+                               air_above = false;
+                               water_above = true;
+                       } else if (c == c_river_water_source) {
+                               vm->m_data[vi] = MapNode(biome->c_river_water);
+                               nplaced = U16_MAX;  // Sand was already placed under rivers.
+                               air_above = false;
+                               water_above = true;
+                       } else if (c == CONTENT_AIR) {
+                               nplaced = 0;  // Enable top/filler placement for next surface
+                               air_above = true;
+                               water_above = false;
+                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
+                               nplaced = U16_MAX;  // Disable top/filler placement
+                               air_above = false;
+                               water_above = false;
+                       }
+
+                       vm->m_area.add_y(em, vi, -1);
+               }
+       }
+
+       return stone_type;
+}
+
+
+void MapgenValleys::dustTopNodes()
+{
+       if (node_max.Y < water_level)
+               return;
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
+
+               if (biome->c_dust == CONTENT_IGNORE)
+                       continue;
+
+               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+               content_t c_full_max = vm->m_data[vi].getContent();
+               s16 y_start;
+
+               if (c_full_max == CONTENT_AIR) {
+                       y_start = full_node_max.Y - 1;
+               } else if (c_full_max == CONTENT_IGNORE) {
+                       vi = vm->m_area.index(x, node_max.Y + 1, z);
+                       content_t c_max = vm->m_data[vi].getContent();
+
+                       if (c_max == CONTENT_AIR)
+                               y_start = node_max.Y;
+                       else
+                               continue;
+               } else {
+                       continue;
+               }
+
+               vi = vm->m_area.index(x, y_start, z);
+               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
+                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
+                               break;
+
+                       vm->m_area.add_y(em, vi, -1);
+               }
+
+               content_t c = vm->m_data[vi].getContent();
+               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
+                       vm->m_area.add_y(em, vi, 1);
+                       vm->m_data[vi] = MapNode(biome->c_dust);
+               }
+       }
+}
+
+
+void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
+{
+       PseudoRandom ps(blockseed + 72202);
+
+       MapNode n_air(CONTENT_AIR);
+       MapNode n_dirt(c_dirt);
+       MapNode n_lava(c_lava_source);
+       MapNode n_water(c_river_water_source);
+
+       v3s16 em = vm->m_area.getExtent();
+
+       s16 base_water_chance = 0;
+       if (water_features < 11)
+               base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
+
+       if (max_stone_y >= node_min.Y) {
+               u32 index_2d = 0;
+               u32 index_3d = 0;
+               for (s16 z = node_min.Z; z <= node_max.Z; z++)
+               for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+                       bool air_above = false;
+                       //bool underground = false;
+                       u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
+
+                       index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
+
+                       // Dig caves on down loop to check for air above.
+                       for (s16 y = node_max.Y + 1; 
+                                       y >= node_min.Y - 1; 
+                                       y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+                               float terrain = noise_terrain_height->result[index_2d];
+
+                               // Saves some time and prevents removing above ground nodes.
+                               if (y > terrain + 1) {
+                                       air_above = true;
+                                       continue;
+                               }
+
+                               content_t c = vm->m_data[index_data].getContent();
+                               bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
+                               bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
+
+                               // River water is (foolishly) not set as ground content
+                               // in the default game. This can produce strange results
+                               // when a cave undercuts a river. However, that's not for
+                               // the mapgen to correct. Fix it in lua.
+
+                               if (c == CONTENT_AIR) {
+                                       air_above = true;
+                               } else if (n1 && n2 && ndef->get(c).is_ground_content) {
+                                       // When both n's are true, we're in a cave.
+                                       vm->m_data[index_data] = n_air;
+                                       air_above = true;
+                               } else if (air_above 
+                                               && (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
+                                       // At the cave floor
+                                       s16 sr = ps.next() & 1023;
+                                       u32 j = index_data;
+                                       vm->m_area.add_y(em, j, 1);
+
+                                       if (sr > (terrain - y) * 25) {
+                                               // Put dirt in caves near the surface.
+                                               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+                                               vm->m_data[index_data] = MapNode(biome->c_filler);
+                                       } else {
+                                               s16 lava_chance = 0;
+
+                                               if (y <= lava_max_height && c == c_stone) {
+                                                       // Lava spawns increase with depth.
+                                                       lava_chance = ceil((lava_max_height - y + 1) / 10000);
+
+                                                       if (sr < lava_chance)
+                                                               vm->m_data[j] = n_lava;
+                                               }
+
+                                               if (base_water_chance > 0 && y <= cave_water_max_height) {
+                                                       s16 water_chance = base_water_chance 
+                                                               - (abs(y - water_level) / (water_features * 1000));
+
+                                                       // Waterfalls may get out of control above ground.
+                                                       sr -= lava_chance;
+                                                       // If sr < 0 then we should have already placed lava --
+                                                       // don't immediately dump water on it.
+                                                       if (sr >= 0 && sr < water_chance)
+                                                               vm->m_data[j] = n_water;
+                                               }
+                                       }
+
+                                       air_above = false;
+                               }
+
+                               // If we're not in a cave, there's no open space.
+                               if (!(n1 && n2))
+                                       air_above = false;
+                       }
+               }
+       }
+}
diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h
new file mode 100644 (file)
index 0000000..9c08b16
--- /dev/null
@@ -0,0 +1,194 @@
+/*
+Minetest Valleys C
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
+
+Based on Valleys Mapgen by Gael de Sailly
+ (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
+and mapgen_v7 by kwolekr and paramat.
+
+Licensing changed by permission of Gael de Sailly.
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef MAPGEN_VALLEYS_HEADER
+#define MAPGEN_VALLEYS_HEADER
+
+#include "mapgen.h"
+
+/////////////////// Mapgen Valleys flags
+#define  MG_VALLEYS_ALT_CHILL     0x01
+#define  MG_VALLEYS_CLIFFS        0x02
+#define  MG_VALLEYS_FAST          0x04
+#define  MG_VALLEYS_HUMID_RIVERS  0x08
+#define  MG_VALLEYS_RUGGED        0x10
+
+class BiomeManager;
+
+// Global profiler
+//class Profiler;
+//extern Profiler *mapgen_profiler;
+
+
+struct MapgenValleysParams : public MapgenSpecificParams {
+       u32 spflags;
+
+       u16 altitude_chill;
+       s16 cave_water_max_height;
+       s16 humidity;
+       s16 humidity_break_point;
+       s16 lava_max_height;
+       u16 river_depth;
+       u16 river_size;
+       s16 temperature;
+       u16 water_features;
+
+       NoiseParams np_biome_heat;
+       NoiseParams np_biome_heat_blend;
+       NoiseParams np_biome_humidity;
+       NoiseParams np_biome_humidity_blend;
+       NoiseParams np_cliffs;
+       NoiseParams np_corr;
+       NoiseParams np_filler_depth;
+       NoiseParams np_inter_valley_fill;
+       NoiseParams np_inter_valley_slope;
+       NoiseParams np_rivers;
+       NoiseParams np_simple_caves_1;
+       NoiseParams np_simple_caves_2;
+       NoiseParams np_terrain_height;
+       NoiseParams np_valley_depth;
+       NoiseParams np_valley_profile;
+
+       MapgenValleysParams();
+       ~MapgenValleysParams() {}
+
+       void readParams(const Settings *settings);
+       void writeParams(Settings *settings) const;
+};
+
+struct TerrainNoise {
+       s16 x; 
+       s16 z; 
+       float terrain_height; 
+       float *rivers; 
+       float *valley; 
+       float valley_profile; 
+       float *slope; 
+       float inter_valley_fill; 
+       float cliffs; 
+       float corr;
+};
+
+class MapgenValleys : public Mapgen {
+public:
+
+       MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge);
+       ~MapgenValleys();
+
+       virtual void makeChunk(BlockMakeData *data);
+       inline int getGroundLevelAtPoint(v2s16 p);
+
+private:
+       EmergeManager *m_emerge;
+       BiomeManager *bmgr;
+
+       int ystride;
+       int zstride;
+
+       u32 spflags;
+       bool cliff_terrain;
+       bool fast_terrain;
+       bool rugged_terrain;
+       bool humid_rivers;
+       bool use_altitude_chill;
+
+       v3s16 node_min;
+       v3s16 node_max;
+       v3s16 full_node_min;
+       v3s16 full_node_max;
+
+       Noise *noise_filler_depth;
+
+       Noise *noise_cliffs;
+       Noise *noise_corr;
+       Noise *noise_heat;
+       Noise *noise_heat_blend;
+       Noise *noise_humidity;
+       Noise *noise_humidity_blend;
+       Noise *noise_inter_valley_fill;
+       Noise *noise_inter_valley_slope;
+       Noise *noise_rivers;
+       Noise *noise_simple_caves_1;
+       Noise *noise_simple_caves_2;
+       Noise *noise_terrain_height;
+       Noise *noise_valley_depth;
+       Noise *noise_valley_profile;
+
+       float altitude_chill;
+       float cave_water_max_height;
+       float humidity_adjust;
+       float humidity_break_point;
+       float lava_max_height;
+       float river_depth;
+       float river_size;
+       float temperature_adjust;
+       s16 water_features;
+
+       content_t c_cobble;
+       content_t c_desert_stone;
+       content_t c_dirt;
+       content_t c_ice;
+       content_t c_lava_source;
+       content_t c_mossycobble;
+       content_t c_river_water_source;
+       content_t c_sand;
+       content_t c_sandstone;
+       content_t c_sandstonebrick;
+       content_t c_stair_cobble;
+       content_t c_stair_sandstonebrick;
+       content_t c_stone;
+       content_t c_water_source;
+
+       float terrainLevelAtPoint(s16 x, s16 z);
+
+       void calculateNoise();
+
+       virtual int generateTerrain();
+       float terrainLevelFromNoise(TerrainNoise *tn);
+       float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
+
+       float humidityByTerrain(float humidity_base, float mount, float rivers, float valley);
+
+       MgStoneType generateBiomes(float *heat_map, float *humidity_map);
+       void dustTopNodes();
+
+       void generateSimpleCaves(s16 max_stone_y);
+};
+
+struct MapgenFactoryValleys : public MapgenFactory {
+       Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge)
+       {
+               return new MapgenValleys(mgid, params, emerge);
+       };
+
+       MapgenSpecificParams *createMapgenParams()
+       {
+               return new MapgenValleysParams();
+       };
+};
+
+#endif